Changes the vast majority of punching to be more changable with gear, martial arts now utilize species punch values for damage.
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+10
-10
@@ -46,7 +46,7 @@
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D.visible_message("<span class='warning'>[A] slams [D] into the ground!</span>", \
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"<span class='userdanger'>[A] slams you into the ground!</span>")
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playsound(get_turf(A), 'sound/weapons/slam.ogg', 50, 1, -1)
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D.apply_damage(10, BRUTE)
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D.apply_damage(damage_base + 5, BRUTE)
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D.DefaultCombatKnockdown(120)
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log_combat(A, D, "slammed (CQC)")
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return TRUE
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@@ -60,7 +60,7 @@
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playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
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var/atom/throw_target = get_edge_target_turf(D, A.dir)
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D.throw_at(throw_target, 1, 14, A)
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D.apply_damage(10, BRUTE)
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D.apply_damage(damage_base + 5, BRUTE)
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log_combat(A, D, "kicked (CQC)")
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if(!CHECK_MOBILITY(D, MOBILITY_STAND) && CHECK_MOBILITY(D, MOBILITY_USE))
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log_combat(A, D, "knocked out (Head kick)(CQC)")
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@@ -68,7 +68,7 @@
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"<span class='userdanger'>[A] kicks your head, knocking you out!</span>")
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playsound(get_turf(A), 'sound/weapons/genhit1.ogg', 50, 1, -1)
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D.SetSleeping(300)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_base + 10, 150)
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return TRUE
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/datum/martial_art/cqc/proc/Pressure(mob/living/carbon/human/A, mob/living/carbon/human/D)
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@@ -76,7 +76,7 @@
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return FALSE
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log_combat(A, D, "pressured (CQC)")
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D.visible_message("<span class='warning'>[A] punches [D]'s neck!</span>")
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D.adjustStaminaLoss(60)
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D.apply_damage(damage_base + 55, STAMINA)
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playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
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return TRUE
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@@ -89,7 +89,7 @@
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log_combat(A, D, "restrained (CQC)")
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D.visible_message("<span class='warning'>[A] locks [D] into a restraining position!</span>", \
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"<span class='userdanger'>[A] locks you into a restraining position!</span>")
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D.adjustStaminaLoss(20)
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D.apply_damage(damage_base + 15, STAMINA)
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D.Stun(100)
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restraining = TRUE
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addtimer(VARSET_CALLBACK(src, restraining, FALSE), 50, TIMER_UNIQUE)
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@@ -106,8 +106,8 @@
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var/obj/item/I = D.get_active_held_item()
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if(I && D.temporarilyRemoveItemFromInventory(I))
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A.put_in_hands(I)
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D.adjustStaminaLoss(50)
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D.apply_damage(25, BRUTE)
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D.apply_damage(damage_base + 45, STAMINA)
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D.apply_damage(damage_base + 20, BRUTE)
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return TRUE
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/datum/martial_art/cqc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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@@ -135,7 +135,7 @@
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log_combat(A, D, "attacked (CQC)")
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A.do_attack_animation(D)
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var/picked_hit_type = pick("CQC'd", "Big Bossed")
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var/bonus_damage = 13
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var/bonus_damage = (damage_base + 7)
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if(!CHECK_MOBILITY(D, MOBILITY_STAND))
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bonus_damage += 5
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picked_hit_type = "stomps on"
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@@ -151,7 +151,7 @@
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D.visible_message("<span class='warning'>[A] leg sweeps [D]!", \
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"<span class='userdanger'>[A] leg sweeps you!</span>")
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
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D.apply_damage(10, BRUTE)
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D.apply_damage(bonus_damage, BRUTE)
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D.DefaultCombatKnockdown(60)
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log_combat(A, D, "sweeped (CQC)")
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return TRUE
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@@ -172,7 +172,7 @@
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if(I && D.temporarilyRemoveItemFromInventory(I))
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A.put_in_hands(I)
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D.Jitter(2)
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D.apply_damage(5, BRUTE)
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D.apply_damage(damage_base*0.5, BRUTE)
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else
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D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", \
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"<span class='userdanger'>[A] attempted to disarm [D]!</span>")
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